Author
Topic: [CLOSED] Fantasy Craft PBEM Campaign (Read 3361 times)

Doublebond

One for one stat point buy: simplify purchase, ensures an average I want across all stats, a graduated system reduces your average if you purchase higher scores

It also raises the average across the board. In initial testing I was able to come up with a gray elf with a wisdom of 20 and 14 in every other stat (setup of 16 con, 12 int, 16 wis, and 14 in every other stat + Elf species + owl nation feat).

That's quite a bit higher than what Fantasy Craft expects at level one. A setup of three 12s and three 14s is generally considered a nice well-rounded selection before heading into species and specialty options, while this one-for-one system can get you three 16s and three 14s at the same point.

Now I'm certainly not going to refuse playing such a character as the elf I outlined above when offered. I think it could certainly work, but I worry you may have to be adjusting the system on fly quite a bit in order to keep the difficulty curve right. It's more a question of whether you're up to it than anything else, and that something to consider carefully, imo, seeing as how this is your first time running Fantasy Craft.

Hi all Below are three ideas for characters. I thought I'd give you all 24h or so to vote/comment. All these should fill a hole in the party's spread of capabilities and will be fun to play.

Pech Artisan KeeperSpecialist/backerRenaissance Gnome in the vein of DaVinci, Michelangelo and a little Newton. Scholar, painter, mathematician, sculptor and inventor. A competent, overconfident, tireless self-promoter. The existing crafting, comp, and ungrades rules provide lots of opportunities for an inventor. Adventuring will also spread his fame and attract rich patrons. I hate tinker gnomes, this will be a gnome inventor done right.

Drake Nomad Scout solver/combatant Cliff-drakes live much like sentient seabirds, ranging over the ocean for much of the year and returning to the cliffs to breed. This drake has always ranged further and seen more than most of his kind, relishing the freedom of the air and the thrill of discovery. Taking up with a group of explorers seems like a natural progression for this far-ranging predator.

Drake Aristocrat CourtiertalkerThe first few decades after leaving the nest are the most dangerous for a dragon. Not yet at full size, wandering in search of a territory, trying to amass a hoard and without the protection of parents. A young drake faces monsters, other predators, and most dangerous of all organised soldiers; be they human, orc, or other folk. Through my great insight I saw an unusual solution: rather than stake a claim on land then have to struggle with folk I have ingratiated myself to rulers among the mortals. With my magnificence it is only nature that I am rising in the court. Here I can use my position to gain legal title to lands and treasures. This latest venture will provide opportunities to extend my web of influence.

I have a simple spreadsheet for distribution of points as well. However, I don't see the need for a graduated system. The stats just mean you are the cream of the crop. That being said there will be enemies who are also extremely powerful and in addition to their NPC stat block will have ability scores that rival or surpass the heroes. In the end it should be a wash and give all the players a warm and fuzzy b/c they have high stats.

Hi all Below are three ideas for characters. I thought I'd give you all 24h or so to vote/comment. All these should fill a hole in the party's spread of capabilities and will be fun to play.

Drake Aristocrat CourtiertalkerThe first few decades after leaving the nest are the most dangerous for a dragon. Not yet at full size, wandering in search of a territory, trying to amass a hoard and without the protection of parents. A young drake faces monsters, other predators, and most dangerous of all organised soldiers; be they human, orc, or other folk. Through my great insight I saw an unusual solution: rather than stake a claim on land then have to struggle with folk I have ingratiated myself to rulers among the mortals. With my magnificence it is only nature that I am rising in the court. Here I can use my position to gain legal title to lands and treasures. This latest venture will provide opportunities to extend my web of influence.

I feel like the group should have an go-to talker, if only to facilitate actual trades and transactions. That said, I am very partial—more partial, really—to the idea of a Keeper in the party.

I myself kind of want to do a sage with a focus on the talker-aspect, specifically a merchant-like character, but I have no idea what the mindset is behind playing a sage.

I tweaked the races as I saw fit, no guidelines used. They will be fine.

The system is hard to really break. I begin to see that this will be 'Heroes and High Adventure' style-wise. As for the rules tweaks that produce that effect I vote we 'suck it and see'.

@ Double bond Sages are slippery. A soldier anyone can think of archetypes striaght off but a Sage? Basically your the one the others come to for advice. This is pretty broad so I tend to use the cross-training. You know: a retired veteran providing tactical advice (crosstrain soldier), a village wisewoman (crosstrain priest), a scholar lecturing and advising (crosstrain mage?), a master craftsman dispensing tricks of the trade and looking out for his pupils (crosstrain Keeeper). You get the idea. Hope this helps.